Buggy code:
Assets . playButton = new TextureRegion ( Assets . uiButtons , ( 235 - ( 40 * 2 ) ) , 0 , 40 , 50 ) ; Assets . bgNebula = Assets . loadTexture ( "bg_nebula.png" ) ; Assets . bgNebula . setWrap ( Repeat , Repeat ) ; Assets . bgNebulaRegion = new TextureRegion ( Assets . bgNebula , 0 , 0 , 320 , 1067 ) ; Assets . bgStars = Assets . loadTexture ( "bg_stars.png" ) ; Assets . bgStars . setWrap ( Repeat , Repeat ) ; Assets . bgStarsRegion = new TextureRegion ( Assets . bgStars , 0 , 0 , 320 , 480 ) ; Assets . bullet = Assets . loadTexture ( "bullet.png" ) ; Assets . bulletRegion = new TextureRegion ( Assets . bullet , 0 , 0 , 8 , 8 ) ; Assets . missile = Assets . loadTexture ( "missile.png" ) ; Assets . missileRegion = new TextureRegion ( Assets . missile , 0 , 0 , 16 , 32 ) ; Assets . terrains = new Texture [ Assets . TERRAIN_SPRITES ] ; Assets . terrainRegions = new TextureRegion [ Assets . TERRAIN_SPRITES ] ; for ( int i = 0 ; i < ( Assets . TERRAIN_SPRITES ) ; i ++ ) { Assets . terrains [ i ] = Assets . loadTexture ( ( ( "terrain" + ( i + 1 ) ) + ".png" ) ) ; Assets . terrainRegions [ i ] = new TextureRegion ( Assets . terrains [ i ] , 0 , 0 , 32 , 32 ) ; } Assets . walls = new Texture [ Assets . WALL_SPRITES ] ; Assets . wallRegions = new TextureRegion [ Assets . WALL_SPRITES ] ; for ( int i = 0 ; i < ( Assets . WALL_SPRITES ) ; i ++ ) { Assets . walls [ i ] = Assets . loadTexture ( ( ( "terrain_wall" + ( i + 1 ) ) + ".png" ) ) ; Assets . wallRegions [ i ] = new TextureRegion ( Assets . walls [ i ] , 0 , 0 , 32 , 32 ) ; } Assets . city = new Texture [ Assets . CITY_SPRITES ] ; Assets . cityRegions = new TextureRegion [ Assets . CITY_SPRITES ] ; for ( int i = 0 ; i < ( Assets . CITY_SPRITES ) ; i ++ ) { Assets . city [ i ] = Assets . loadTexture ( ( ( "terrain_city" + ( i + 1 ) ) + ".png" ) ) ; Assets . cityRegions [ i ] = new TextureRegion ( Assets . city [ i ] , 0 , 0 , 32 , 32 ) ; } Assets . ship = Assets . loadTexture ( "ship.png" ) ; Assets . shipNormal = new Animation ( 0.02F , new TextureRegion ( Assets . ship , 0 , 0 , 96 , 96 ) ) ; Assets . shipNormal . setPlayMode ( LOOP ) ; Assets . healthBarRed = Assets . loadTexture ( "health_bar_red.png" ) ; Assets . healthRegionRed = new TextureRegion ( Assets . healthBarRed , 0 , 0 , 95 , 5 ) ; Assets . healthBarGreen = Assets . loadTexture ( "health_bar_green.png" ) ; Assets . healthRegionGreen = new TextureRegion ( Assets . healthBarGreen , 0 , 0 , 95 , 5 ) ; Assets . healthBarBlue = Assets . loadTexture ( "health_bar_blue.png" ) ; Assets . healthRegionBlue = new TextureRegion ( Assets . healthBarBlue , 0 , 0 , 95 , 5 ) ; Assets . enemies = new Texture [ Assets . ENEMY_SPRITES ] ; Assets . enemyRegions = new TextureRegion [ Assets . ENEMY_SPRITES ] ; for ( int i = 0 ; i < ( Assets . ENEMY_SPRITES ) ; i ++ ) { Assets . enemies [ i ] = Assets . loadTexture ( ( ( i + 1 ) + ".png" ) ) ; Assets . enemyRegions [ i ] = new TextureRegion ( Assets . enemies [ i ] , 0 , 0 , 32 , 32 ) ; } Assets . explosionTex = Assets . loadTexture ( "explosion.png" ) ; Assets . explosionTexRegion = new TextureRegion ( Assets . explosionTex , 0 , 0 , 128 , 128 ) ; Assets . missileButton = Assets . loadTexture ( "missilebutton.png" ) ; Assets . missileButtonRegion = new TextureRegion ( Assets . missileButton , 0 , 0 , 50 , 50 ) ; <START_BUG> Assets . missileIcon = Assets . loadTexture ( "missileIcon.png" ) ; <END_BUG> Assets . missileIconRegion = new TextureRegion ( Assets . missileIcon , 0 , 0 , 50 , 50 ) ; Assets . detonateIcon = Assets . loadTexture ( "detonate.png" ) ; Assets . detonateIconRegion = new TextureRegion ( Assets . detonateIcon , 0 , 0 , 50 , 50 ) ; Assets . musicMenu = audio . newMusic ( files . internal ( "sawsquarenoise_-_01_-_RottenMage_SpaceJacked_OST_01.mp3" ) ) ; Assets . musicMenu . setVolume ( 0.5F ) ; Assets . musicMenu . setLooping ( true ) ; Assets . musicGame = audio . newMusic ( files . internal ( "sawsquarenoise_-_05_-_RottenMage_SpaceJacked_OST_05.mp3" ) ) ; Assets . musicGame . setVolume ( 0.5F ) ; Assets . musicGame . setLooping ( true ) ; Assets . musicWin = audio . newMusic ( files . internal ( "sawsquarenoise_-_16_-_RottenMage_SpaceJacked_OST_JINGLE_01.mp3" ) ) ; Assets . musicWin . setVolume ( 0.5F ) ; Assets . click = audio . newSound ( files . internal ( "click.wav" ) ) ; Assets . shot = audio . newSound ( files . internal ( "shot.wav" ) ) ; Assets . crash = audio . newSound ( files . internal ( "crash.wav" ) ) ; Assets . launch = audio . newSound ( files . internal ( "missilesound.wav" ) ) ; Assets . explosion = audio . newSound ( files . internal ( "explosionsound.wav" ) ) ; } }

Fix:
Assets . missileIcon = Assets . loadTexture ( "missileicon.png" ) ;